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Time override.

poke646
Night Owl 8 years ago
parent
commit
5fc940956a
  1. 12
      dlls/weapons.cpp
  2. 5
      dlls/weapons.h

12
dlls/weapons.cpp

@ -1556,6 +1556,15 @@ TYPEDESCRIPTION CSatchel::m_SaveData[] =
IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon ) IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon )
TYPEDESCRIPTION CBradnailer::m_SaveData[] =
{
DEFINE_FIELD( CBradnailer, m_flNextPrimaryAttack, FIELD_TIME ),
DEFINE_FIELD( CBradnailer, m_flNextSecondaryAttack, FIELD_TIME ),
DEFINE_FIELD( CBradnailer, m_flTimeWeaponIdle, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CBradnailer, CBasePlayerWeapon )
TYPEDESCRIPTION CCmlwbr::m_SaveData[] = TYPEDESCRIPTION CCmlwbr::m_SaveData[] =
{ {
DEFINE_FIELD( CCmlwbr, m_fInAttack, FIELD_INTEGER ), DEFINE_FIELD( CCmlwbr, m_fInAttack, FIELD_INTEGER ),
@ -1567,6 +1576,9 @@ IMPLEMENT_SAVERESTORE( CCmlwbr, CBasePlayerWeapon )
TYPEDESCRIPTION CXenSquasher::m_SaveData[] = TYPEDESCRIPTION CXenSquasher::m_SaveData[] =
{ {
DEFINE_FIELD( CXenSquasher, m_fInAttack, FIELD_INTEGER ), DEFINE_FIELD( CXenSquasher, m_fInAttack, FIELD_INTEGER ),
DEFINE_FIELD( CXenSquasher, m_flNextPrimaryAttack, FIELD_TIME ),
DEFINE_FIELD( CXenSquasher, m_flNextSecondaryAttack, FIELD_TIME ),
DEFINE_FIELD( CXenSquasher, m_flTimeWeaponIdle, FIELD_TIME ),
//DEFINE_FIELD( CGauss, m_flStartCharge, FIELD_TIME ), //DEFINE_FIELD( CGauss, m_flStartCharge, FIELD_TIME ),
//DEFINE_FIELD( CGauss, m_flPlayAftershock, FIELD_TIME ), //DEFINE_FIELD( CGauss, m_flPlayAftershock, FIELD_TIME ),
//DEFINE_FIELD( CGauss, m_flNextAmmoBurn, FIELD_TIME ), //DEFINE_FIELD( CGauss, m_flNextAmmoBurn, FIELD_TIME ),

5
dlls/weapons.h

@ -984,6 +984,11 @@ private:
class CBradnailer : public CBasePlayerWeapon class CBradnailer : public CBasePlayerWeapon
{ {
public: public:
#ifndef CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
#endif
void Spawn( void ); void Spawn( void );
void Precache( void ); void Precache( void );
int iItemSlot( void ){ return 2; } int iItemSlot( void ){ return 2; }

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